Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
389 lines
10 KiB
C++
389 lines
10 KiB
C++
//===========================================================================//
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// File: mover.hh //
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// Project: MUNGA Brick: Model Manager //
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// Contents: Interface specification for moving entity class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/21/95 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "Adept.hpp"
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#include "EntityClassData.hpp"
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namespace Adept {
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class Mover;
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//##########################################################################
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//##################### Mover::ModelResource #########################
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//##########################################################################
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class Mover__GameModel:
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public Entity__GameModel
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{
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public:
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Stuff::Scalar
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moverMass;
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Stuff::Vector3D
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momentOfInertia,
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linearDragCoefficients,
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angularDragCoefficients;
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Stuff::Scalar
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frictionCoefficient,
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elasticityCoefficient,
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minimumBounceSpeed;
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enum {
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MoverMassAttributeID = Entity__GameModel::NextAttributeID,
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MomentOfInertiaAttributeID,
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LinearDragCoefficientsAttributeID,
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AngularDragCoefficientsAttributeID,
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FrictionCoefficientAttributeID,
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ElasticityCoefficientAttributeID,
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MinimumBounceSpeedAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Mover__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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//##########################################################################
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//############### Mover::ExecutionStateEngine #####################
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//##########################################################################
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class Mover__ExecutionStateEngine:
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public Entity__ExecutionStateEngine
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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typedef Entity__ExecutionStateEngine BaseClass;
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef Mover__ExecutionStateEngine*
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(*Factory)(
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Mover *entity,
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FactoryRequest *request
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);
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static Mover__ExecutionStateEngine*
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Make(
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Mover *mover,
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FactoryRequest *request
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);
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protected:
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Mover__ExecutionStateEngine(
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ClassData *class_data,
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Mover *mover,
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FactoryRequest *request
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State stuff
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//
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public:
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enum {
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StraightLineMotionState = Entity__ExecutionStateEngine::StateCount,
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LinearDragMotionState,
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StateCount
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};
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protected:
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static const StateEntry
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StateEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance();
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};
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//##########################################################################
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//################## Mover::CreateMessage #######################
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//##########################################################################
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class Mover__CreateMessage:
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public Entity__CreateMessage
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{
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public:
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Stuff::Motion3D
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worldSpaceVelocity;
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Stuff::Motion3D
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worldSpaceAcceleration;
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Mover__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& instance_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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const Stuff::Motion3D &initial_velocity = Stuff::Motion3D::Identity,
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const Stuff::Motion3D &initial_acceleration = Stuff::Motion3D::Identity
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):
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Entity__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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instance_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment
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),
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worldSpaceVelocity(initial_velocity),
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worldSpaceAcceleration(initial_acceleration)
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{}
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//############################ Mover #################################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef Entity__ClassData Mover__ClassData;
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typedef Entity__Message Mover__Message;
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typedef Entity__UpdateMessage Mover__UpdateMessage;
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//----------------------- End of inheritance stuff ------------------------
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class Mover:
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public Entity
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{
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friend class MovementClass;
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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typedef Entity BaseClass;
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef Mover__ClassData ClassData;
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typedef Mover__GameModel GameModel;
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typedef Mover__Message Message;
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typedef Mover__ExecutionStateEngine ExecutionStateEngine;
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typedef Mover__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static Mover*
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Make(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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Replicator::CreateMessage*
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SaveMakeMessage(Stuff::MemoryStream *stream, ResourceFile *res_file);
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void
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SaveInstanceText(Stuff::Page *page);
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void Respawn(Entity::CreateMessage *message);
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void
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Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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protected:
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Mover(
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ClassData *class_data,
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const CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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LocalSpaceVelocityAttributeID = Entity::NextAttributeID,
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LocalSpaceAccelerationAttributeID,
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WorldSpaceVelocityAttributeID,
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WorldSpaceAccelerationAttributeID,
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NextAttributeID
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};
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//
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// public attribute declarations go here
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//
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public:
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Stuff::Motion3D
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localSpaceVelocity,
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localSpaceAcceleration,
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worldSpaceVelocity,
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worldSpaceAcceleration;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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void
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StraightLineMotionSimulation(Stuff::Time till);
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void
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LinearDragMotionSimulation(Stuff::Time till);
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void
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PlaceOnEntity(
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Stuff::LinearMatrix4D *position,
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Stuff::Motion3D *velocity,
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const Stuff::LinearMatrix4D &initial_offset,
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const Stuff::Motion3D &initial_velocity
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);
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static void
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CalculateMotionWithLinearDrag(
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Stuff::Scalar time_slice,
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Stuff::LinearMatrix4D *new_local_to_parent,
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Stuff::Motion3D *new_velocity,
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const Stuff::LinearMatrix4D &old_local_to_parent,
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const Stuff::Motion3D &old_velocity,
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const Stuff::Motion3D &acceleration,
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const Stuff::Motion3D &drag
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);
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void
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ApplyLocalAccelerationToTorque(
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const Stuff::Vector3D &acceleration,
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const Stuff::Vector3D &moment
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);
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void
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ApplyLocalForceToTorque(
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const Stuff::Vector3D &force,
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const Stuff::Vector3D &moment
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);
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void
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ApplyLocalAcceleration(
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const Stuff::Vector3D &acceleration,
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const Stuff::Vector3D &moment
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);
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void
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ApplyLocalForce(
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const Stuff::Vector3D &force,
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const Stuff::Vector3D &moment
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);
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Stuff::Motion3D
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localSpaceDrag,
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initialWorldSpaceVelocity,
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initialWorldSpaceAcceleration;
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void
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PreCollisionExecute(Stuff::Time till);
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void
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PostCollisionExecute(Stuff::Time till);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Collision support
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//
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public:
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Stuff::Scalar
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StaticBounce(
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const Stuff::Point3D &old_position,
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Stuff::Scalar delta_t,
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Stuff::Scalar penetration,
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const Stuff::Normal3D &normal,
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Stuff::Scalar *elasticity,
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Stuff::Scalar bounce_min,
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Stuff::Scalar *friction
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);
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Stuff::Scalar
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DynamicBounce(
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Mover *other,
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Stuff::Scalar delta_t,
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Stuff::Scalar penetration,
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const Stuff::Normal3D &normal,
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Stuff::Scalar *elasticity
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance();
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};
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inline Mover__ExecutionStateEngine::Mover__ExecutionStateEngine(
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ClassData *class_data,
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Mover *mover,
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FactoryRequest *request
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):
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BaseClass(class_data, mover, request)
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{
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}
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}
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